Image MIME Reference
EDMICS-RLC
Fuji Xerox EDMICS-RLC
image/vnd.fujixerox.edmics-rlc
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of Fuji Xerox EDMICS-RLC and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.
Equal browser support
Feature Support
| Feature | EDMICS-RLC | VTF |
|---|---|---|
| Transparency (Alpha) | ✕ No | Yes |
| Animation Support | ✕ No | Yes |
| Progressive Loading | ✕ No | ✕ No |
| HDR Support | ✕ No | Yes |
| EXIF Metadata | ✕ No | ✕ No |
| ICC Color Profile | ✕ No | ✕ No |
Fuji Xerox EDMICS-RLC
image/vnd.fujixerox.edmics-rlc
Extension
.rlc.edm
Container
Fuji Xerox EDMICS Wrapper
Compression
Run-Length Coding (RLC / RLE)
Algorithm
Run-Length Coding (RLC)
Color Depth
1-bit (Monochrome), 8-bit (Grayscale)
Developed by
Fuji Xerox Co., Ltd.
Released
1990s
Magic Bytes
Unknown (Proprietary Container)
Valve Texture Format
image/vnd.valve.source.texture
Extension
.vtf
Container
Valve Texture Format Header
Compression
DXTC (DXT1, DXT3, DXT5) / Uncompressed (BGRA8888, RGB888, etc.)
Algorithm
DXT1-DXT5None
Color Depth
8-bit, 24-bit (RGB), 32-bit (RGBA), 16-bit Floating Point (HDR)
Developed by
Valve Corporation
Released
2004
Magic Bytes
56 54 46 00
Browser Support Comparison
| Browser | EDMICS-RLC | VTF |
|---|---|---|
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
EDMICS-RLC
EDMICS-RLC Strengths
- Simple, computationally inexpensive Run-Length Coding enabled rapid compression and decompression on low-power legacy hardware
- Deeply integrated into Fuji Xerox enterprise hardware for seamless, automated scan-to-archive workflows
Limitations
- Completely proprietary and closed-source, making modern archival extraction and migration extremely difficult
- No support in modern image processing libraries like ImageMagick, libvips, or standard viewers without bespoke decoding tools
- RLC compression is far less efficient than modern algorithms like PNG (Deflate) for complex documents
VTF
VTF Strengths
- Extremely fast loading within the Source Engine because the block-compressed data goes directly into the GPU's VRAM without CPU decompression overhead
- Bundles mipmaps, volumetric slices, cubemap faces, and animation frames entirely within a single file
- Openly documented by the Valve Developer Community, leading to a massive ecosystem of third-party modding tools
Limitations
- Strictly tied to the Source Engine ecosystem; entirely useless in standard web or print contexts
- No native support in standard image editors without hunting down and installing specialized plugins
- Block compression algorithms (DXT) are lossy and can cause visible artifacting, especially on normal maps or smooth gradients
When to choose which format
EDMICS-RLC
Use EDMICS-RLC when…
- Fuji Xerox EDMICS Enterprise Systems
- Archival of Scanned Engineering Documents
- Legacy Corporate Scanning Pipelines
VTF
Use VTF when…
- Source Engine Game Textures
- Custom Maps and Modding (Garry's Mod, CS:GO)
- Animated In-Game Decals and Sprays
- Environment Cubemaps (Skyboxes)